The path of a timesharp is by its nature a hasty one, but not all timesharps walk the same road. Along the way, many timesharps lose something of themselves in order to become more.
At first level, a timesharp chooses the path they walk, and gains associated traits.
Note: Paths are early works in progress. I plan to make 8 or so then shuffle around the bits that I like into usable sets.
Path: Time brigand.
A time brigand takes its pleasure in ambushing enemies - even would-be ambushers. They gain the following brigandry supernatural abilities and the fast strike motes trait.
Brigandry (Su).
At first level, whenever the time brigand acts in the surprise round, she gains sneak attack dice as a rogue equal to half her class level + 1 (so 1d6 at 1st, 2d6 at 3rd, ...). Additionally, if she takes a move action to move more than 5' in the surprise round, she may make a single attack as a free action. If she does, all of her attacks during the surprise round take a -2 penalty.
Improved brigandry (Su).
At third level, a time brigand always has a surprise round. If she would normally have a surprise round, she may spend a mote to gain an additional move action during the surprise round.
Greater brigandry (Su).
At seventh level, a time brigand always goes first during the surprise round, and may delay without modifying her order in full combat rounds. Additionally, a time brigand may spend a mote to give a single ally the ability to make a move action in the surprise round. Finally, she may spend a mote to raise her sneak attack dice to equal her full class level during the surprise round.
Wicked brigandry (Su).
At fifteenth level, a time brigand's sneak attack during a surprise round causes the target to make a Fortitude save (DC 10 + 1/2 timesharp level + CHA modifier) or be slowed in time to near-stasis for 10 rounds, paralysing them and blurring their perception of the world around them. If they succeed, they are instead limited to taking just one move action on their next round, as if nauseated.
Fast strike motes (Su).
Starting at first level, whenever a time brigand spends motes to gain an insight bonus to an attack roll, she gains an additional +1 to that insight bonus per die rolled. In addition, if she misses after spending a mote in such a way, once per day she can choose to instead hit.
Path: Time culler.
A time culler cares less for the fine manipulation of her own time and more for tearing down that of her enemies. They gain the following thin the flock abilities and the grating trait.
Thin the flock (Su).
At first level, a time culler may spend a mote as an immediate reaction after damaging a target with a ranged or melee attack. If they do, the target must make a Will save (DC 10 + 1/2 timesharp level + CHA modifier) or take 1 bleed damage.
Improved thin the flock (Su).
At third level, a time culler may apply thin the flock without spending a mote the first time she successfully damages an opponent every round. She must still spend motes for further uses of thin the flock. Additionally, her bleed damage increases to 1d4 bleed for every die of her insight mote bonus.
Greater thin the flock (Su).
At seventh level, a time culler
Wicked thin the flock (Su).
At fifteenth level, a time culler strikes at the target's perception of time itself. Once per round, she may instead deal 1 WIS damage for every 1d4 bleed damage she would have dealt with thin the flock.
Grating (Su).
Starting at first level, a time liberator begins to succumb to the exhilaration of stolen time. Whenever she steals time, she must make a Will save (DC = 5 + HD of target) or become dazzled for 1 round for every die of her insight mote bonus. This DC increases by 5 when she steals time without spending a mote, and by 5 for every additional steal time attempt in a single round.
Path: Time liberator.
A time liberator chooses to use the time of her enemies to better purposes. They gain the following steal time abilities and the disturb trait.
Steal time (Su).
At first level, a time liberator may spend a mote as an immediate reaction after damaging a target with a melee attack. If they do, the target must make a Will save (DC 10 + 1/2 timesharp level + CHA modifier) or be staggered for 2 rounds plus 1 for every 4 timesharp levels. While any target is staggered by steal time, the timesharp gains a +1 insight bonus to attack rolls, damage rolls, and skill checks, as she uses the time to plan her every move.
Improved steal time (Su).
At third level, a time liberator may apply steal time without spending a mote the first time she successfully damages an opponent every round. She must still spend motes for further uses of steal time. Additionally, her insight bonus from steal time increases to +1d4 on damage rolls and skill checks for every die of her insight mote bonus.
Greater steal time (Su).
At seventh level, while any target is staggered by steal time, a time liberator may spend a mote to daze that target for 1d4 rounds unless they make a Will save (DC 10 + 1/2 timesharp level + CHA modifier). The time thief does not gain an insight bonus from targets dazed by this ability until they are no longer dazed (though they may gain such a bonus if there are other targets with stolen time) and cannot attempt to daze any one target more than once per round.
Wicked steal time (Su).
At fifteenth level, while any target is staggered by steal time, a time liberator may spend a mote to
Disturb (Ex).
Starting at first level, a time liberator gains the ability to slow her enemies at crucial moments. Whenever she spends a mote for an insight bonus on an attack roll or on any of her steal time abilities, one nearby enemy for each of the time liberator's insight dice takes a -1 insight penalty on their next attack roll, skill check, ability check, or saving throw. If they succeed on this roll, their nearest ally becomes affected by this ability; if they have no such allies, they are themselves affected again.
This insight penalty stacks with itself, but if they fail, only a number of stacks are removed equal to how much they failed by, and the remainder are moved onto other enemies as if the enemy succeeded. If they succeed, all stacks are immediately moved onto another enemy (or back onto themselves, if they have no allies).
Metronome (Ex).
Starting at first level, a watchmaker's ability to spend motes is instead refreshed once per two rounds. Flip a coin at the end of the first round of combat - or, if there was one, the surprise round - to see whether mote use is refreshed immediately or after the next.